コード例 #1
0
/**
 * @brief Player attempts to buy a ship, trading the current ship in.
 *    @param wid Window player is buying ship from.
 *    @param str Unused.
 */
static void shipyard_trade( unsigned int wid, char* str )
{
   (void)str;
   char *shipname, buf[ECON_CRED_STRLEN], buf2[ECON_CRED_STRLEN],
         buf3[ECON_CRED_STRLEN], buf4[ECON_CRED_STRLEN];
   Ship* ship;

   shipname = toolkit_getImageArray( wid, "iarShipyard" );
   if (strcmp(shipname, "None") == 0)
      return;

   ship = ship_get( shipname );

   credits_t targetprice = ship_buyPrice(ship);
   credits_t playerprice = player_shipPrice(player.p->name);

   if (land_errDialogue( shipname, "tradeShip" ))
      return;

   credits2str( buf, targetprice, 2 );
   credits2str( buf2, playerprice, 2 );
   credits2str( buf3, targetprice - playerprice, 2 );
   credits2str( buf4, playerprice - targetprice, 2 );

   /* Display the correct dialogue depending on the new ship's price versus the player's. */
   if ( targetprice == playerprice ) {
      if (dialogue_YesNo("Are you sure?", /* confirm */
         "Your %s is worth %s, exactly as much as the new ship, so no credits need be exchanged. Are you sure you want to trade your ship in?",
               player.p->ship->name, buf2)==0)
         return;
   }
   else if ( targetprice < playerprice ) {
      if (dialogue_YesNo("Are you sure?", /* confirm */
         "Your %s is worth %s credits, more than the new ship. For your ship, you will get the new %s and %s credits. Are you sure you want to trade your ship in?",
               player.p->ship->name, buf2, ship->name, buf4)==0)
         return;
   }
   else if ( targetprice > playerprice ) {
      if (dialogue_YesNo("Are you sure?", /* confirm */
         "Your %s is worth %s, so the new ship will cost %s credits. Are you sure you want to trade your ship in?",
               player.p->ship->name, buf2, buf3)==0)
         return;
   }

   /* player just got a new ship */
   if (player_newShip( ship, NULL, 1, 0 ) == NULL)
      return; /* Player aborted the naming process. */

   player_modCredits( playerprice - targetprice ); /* Modify credits by the difference between ship values. */

   land_refuel();

   /* The newShip call will trigger a loadGUI that will recreate the land windows. Therefore the land ID will
    * be void. We must reload in in order to properly update it again.*/
   wid = land_getWid(LAND_WINDOW_SHIPYARD);

   /* Update shipyard. */
   shipyard_update(wid, NULL);
}
コード例 #2
0
ファイル: land.c プロジェクト: Kinniken/naev
/**
 * @brief Recreates the land windows.
 *
 *    @param load Is loading game?
 *    @param changetab Should it change to the last open tab?
 */
void land_genWindows( int load, int changetab )
{
   int i, j;
   const char *names[LAND_NUMWINDOWS];
   int w, h;
   Planet *p;
   int regen;

   /* Destroy old window if exists. */
   if (land_wid > 0) {
      land_regen = 2; /* Mark we're regenning. */
      window_destroy(land_wid);

      /* Mark tabs as not generated. */
      land_generated = 0;
   }
   land_loaded = 0;

   /* Get planet. */
   p     = land_planet;
   regen = landed;

   /* Create window. */
   if ((gl_screen.rw < 1024) || (gl_screen.rh < 768)) {
      w = -1; /* Fullscreen. */
      h = -1;
   }
   else {
      w = 800 + 0.5 * (SCREEN_W - 800);
      h = 600 + 0.5 * (SCREEN_H - 600);
   }
   land_wid = window_create( p->name, -1, -1, w, h );
   window_onClose( land_wid, land_cleanupWindow );

   /* Set window map to invalid. */
   for (i=0; i<LAND_NUMWINDOWS; i++)
      land_windowsMap[i] = -1;

   /* See what is available. */
   j = 0;
   /* Main. */
   land_windowsMap[LAND_WINDOW_MAIN] = j;
   names[j++] = land_windowNames[LAND_WINDOW_MAIN];
   /* Bar. */
   if (planet_hasService(land_planet, PLANET_SERVICE_BAR)) {
      land_windowsMap[LAND_WINDOW_BAR] = j;
      names[j++] = land_windowNames[LAND_WINDOW_BAR];
   }
   /* Missions. */
   if (planet_hasService(land_planet, PLANET_SERVICE_MISSIONS)) {
      land_windowsMap[LAND_WINDOW_MISSION] = j;
      names[j++] = land_windowNames[LAND_WINDOW_MISSION];
   }
   /* Outfits. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS)) {
      land_windowsMap[LAND_WINDOW_OUTFITS] = j;
      names[j++] = land_windowNames[LAND_WINDOW_OUTFITS];
   }
   /* Shipyard. */
   if (planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) {
      land_windowsMap[LAND_WINDOW_SHIPYARD] = j;
      names[j++] = land_windowNames[LAND_WINDOW_SHIPYARD];
   }
   /* Equipment. */
   if (planet_hasService(land_planet, PLANET_SERVICE_OUTFITS) ||
         planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) {
      land_windowsMap[LAND_WINDOW_EQUIPMENT] = j;
      names[j++] = land_windowNames[LAND_WINDOW_EQUIPMENT];
   }
   /* Commodity. */
   if (planet_hasService(land_planet, PLANET_SERVICE_COMMODITY)) {
      land_windowsMap[LAND_WINDOW_COMMODITY] = j;
      names[j++] = land_windowNames[LAND_WINDOW_COMMODITY];
   }

   /* Create tabbed window. */
   land_windows = window_addTabbedWindow( land_wid, -1, -1, -1, -1, "tabLand", j, names, 0 );

   /*
    * Order here is very important:
    *
    *  1) Create main tab - must have decent background.
    *  2) Set landed, play music and run land hooks - so hooks run well.
    *  3) Generate missions - so that campaigns are fluid.
    *  4) Create other tabs - lists depend on NPC and missions.
    */

   /* 1) Create main tab. */
   land_createMainTab( land_getWid(LAND_WINDOW_MAIN) );

   /* Add local system map button. */
   land_checkAddMap();

   /* 2) Set as landed and run hooks. */
   if (!regen) {
      landed = 1;
      music_choose("land"); /* Must be before hooks in case hooks change music. */
      if (!load) {
         hooks_run("land");
      }
      events_trigger( EVENT_TRIGGER_LAND );

      /* 3) Generate computer and bar missions. */
      if (planet_hasService(land_planet, PLANET_SERVICE_MISSIONS))
         mission_computer = missions_genList( &mission_ncomputer,
               land_planet->faction, land_planet->name, cur_system->name,
               MIS_AVAIL_COMPUTER );
      if (planet_hasService(land_planet, PLANET_SERVICE_BAR))
         npc_generate(); /* Generate bar npc. */
   }

   /* 4) Create other tabs. */
#define should_open(s, w) \
   (planet_hasService(land_planet, s) && (!land_tabGenerated(w)))

   /* Things get a bit hairy here. Hooks may have triggered a GUI reload via
    * e.g. player.swapShip, so the land tabs may have been generated already
    * and we need to check that before regenerating them.
    */

   /* Basic - bar + missions */
   if (should_open( PLANET_SERVICE_BAR, LAND_WINDOW_BAR ))
      bar_open( land_getWid(LAND_WINDOW_BAR) );
   if (should_open( PLANET_SERVICE_MISSIONS, LAND_WINDOW_MISSION ))
      misn_open( land_getWid(LAND_WINDOW_MISSION) );
   /* Outfits. */
   if (should_open( PLANET_SERVICE_OUTFITS, LAND_WINDOW_OUTFITS ))
      outfits_open( land_getWid(LAND_WINDOW_OUTFITS) );
   /* Shipyard. */
   if (should_open( PLANET_SERVICE_SHIPYARD, LAND_WINDOW_SHIPYARD ))
      shipyard_open( land_getWid(LAND_WINDOW_SHIPYARD) );
   /* Equipment. */
   if ((planet_hasService(land_planet, PLANET_SERVICE_OUTFITS) ||
         planet_hasService(land_planet, PLANET_SERVICE_SHIPYARD)) &&
         !land_tabGenerated( LAND_WINDOW_EQUIPMENT ))
      equipment_open( land_getWid(LAND_WINDOW_EQUIPMENT) );
   /* Commodity. */
   if (should_open( PLANET_SERVICE_COMMODITY, LAND_WINDOW_COMMODITY ))
      commodity_exchange_open( land_getWid(LAND_WINDOW_COMMODITY) );
#undef should_open

   if (!regen) {
      /* Reset markers if needed. */
      mission_sysMark();

      /* Check land missions. */
      if (!has_visited(VISITED_LAND)) {
         missions_run(MIS_AVAIL_LAND, land_planet->faction,
               land_planet->name, cur_system->name);
         visited(VISITED_LAND);
      }
   }

   /* Go to last open tab. */
   window_tabWinOnChange( land_wid, "tabLand", land_changeTab );
   if (changetab && land_windowsMap[ last_window ] != -1)
      window_tabWinSetActive( land_wid, "tabLand", land_windowsMap[ last_window ] );

   /* Refresh the map button in case the player couldn't afford it prior to
    * mission payment.
    */
   land_checkAddMap();

   /* Refuel if necessary. */
   land_refuel();

   /* Finished loading. */
   land_loaded = 1;
}
コード例 #3
0
ファイル: land.c プロジェクト: Kinniken/naev
/**
 * @brief Makes the player take off if landed.
 *
 *    @param delay Whether or not to have time pass as if the player landed normally.
 */
void takeoff( int delay )
{
   int h;
   char *nt;
   double a, r;

   if (!landed)
      return;

   /* Player's ship is not able to fly. */
   if (!player_canTakeoff()) {
      char message[512];
      pilot_reportSpaceworthy( player.p, message, sizeof(message) );
      dialogue_msg( "Ship not fit for flight", message );

      /* Check whether the player needs rescuing. */
      land_stranded();

      return;
   }

   /* Clear queued takeoff. */
   land_takeoff = 0;

   /* Refuel if needed. */
   land_refuel();

   /* In case we had paused messy sounds. */
   sound_stopAll();

   /* ze music */
   music_choose("takeoff");

   /* to randomize the takeoff a bit */
   a = RNGF() * 2. * M_PI;
   r = RNGF() * land_planet->radius;

   /* no longer authorized to land */
   player_rmFlag(PLAYER_LANDACK);
   pilot_rmFlag(player.p,PILOT_LANDING); /* No longer landing. */

   /* set player to another position with random facing direction and no vel */
   player_warp( land_planet->pos.x + r * cos(a), land_planet->pos.y + r * sin(a) );
   vect_pset( &player.p->solid->vel, 0., 0. );
   player.p->solid->dir = RNGF() * 2. * M_PI;
   cam_setTargetPilot( player.p->id, 0 );

   /* heal the player */
   pilot_healLanded( player.p );

   /* Clear planet target. Allows for easier autonav out of the system. */
   player_targetPlanetSet( -1 );

   /* initialize the new space */
   h = player.p->nav_hyperspace;
   space_init(NULL);
   player.p->nav_hyperspace = h;

   /* cleanup */
   if (save_all() < 0) /* must be before cleaning up planet */
      dialogue_alert( "Failed to save game! You should exit and check the log to see what happened and then file a bug report!" );

   /* time goes by, triggers hook before takeoff */
   if (delay)
      ntime_inc( ntime_create( 0, 1, 0 ) ); /* 1 STP */
   nt = ntime_pretty( 0, 2 );
   player_message("\epTaking off from %s on %s.", land_planet->name, nt);
   free(nt);

   /* Hooks and stuff. */
   land_cleanup(); /* Cleanup stuff */
   hooks_run("takeoff"); /* Must be run after cleanup since we don't want the
                            missions to think we are landed. */
   if (menu_isOpen(MENU_MAIN))
      return;
   player_addEscorts();
   hooks_run("enter");
   if (menu_isOpen(MENU_MAIN))
      return;
   events_trigger( EVENT_TRIGGER_ENTER );
   missions_run( MIS_AVAIL_SPACE, -1, NULL, NULL );
   if (menu_isOpen(MENU_MAIN))
      return;
   player.p->ptimer = PILOT_TAKEOFF_DELAY;
   pilot_setFlag( player.p, PILOT_TAKEOFF );
   pilot_setThrust( player.p, 0. );
   pilot_setTurn( player.p, 0. );
   }